Hello I would like to try my hand at navmeshing. I have never navmeshed before but I have watched the tutorial vids provided in the google doc. Seems pretty simple just boring, which I am okay with since I find myself quite bored at night atm. Keep the triangle slightly below or above ground in hilly terrain, f to floor, etc.

Hey Jack, I'm not the one to make a decision on whteher or not you may join the team, but add me on Steam!

I do have doubts when it comes to navmeshing Region 4, as some of the team's most experienced are working on the Tamriel Regions right now. It is up to them though; as for me, I can give you some very useful navmeshing advice that you most likely are not aware of =D

Hey guys, I was heading to my home country for holidays in early July for six weeks. What do you think about me building the .esm a bit before then? Then everyone can continue working on their claims in their own .esps and we can go for a merge every two months or so.

Not all of the areas would need to be complete, and it would still be very much WIP, but at least we can start bug testing and fixing/optimising with a broader picture. It would be much easier to test other peoples work as well.

I've meshed 307 cells out of 355, because there would be no more landmarks past column 49 and the autogenerator wouldn't generate walkable meshes anymore, due to the >45 degrees terrain. The .esp also needs to be cleaned at some point because of navmesh islands. I've made sure that doormarkers are connected to triangles, and have made preferred path along the mainroad + paths that lead to quest-related interiors that might have quest-NPCs coming in and out, and some other not so important interiors, but they were in the way anyway. Everyone is welcome to try it out ingame =) I was surprised to see Lydia following me just fine in dense forrests with a lot of slopes.

I'll atach an image that shows the cells I've meshed and another showing the preferred path web I've made in my area, along with the esp. Ah, and I'm claiming Area 7 for now.

Sounds like a good idea to me! :D I'll probably get started on Area 7 tomorrow. I was thinking of getting it done till the end of this month. How much time do you think I'd have to get it done quick enough so it can be merged to the .esm?

So Devolved, assuming that we work at a consistent pace and get all cells done and cleaned, I am assuming that we could have all cells aside from the Tamriel worldspace done in a couple of months. How is the worldspace going time wise?

Great I think I can get Area 7 done by the end of this month. So the idea is to have all the worldspaces and interiors that are uploaded til the end of June merged in this esm? I am pretty sure we can get all of the cities' interiors finished to be merged aswell, since there's only IC, Anvil and Cheydinhal interiors left to be claimed for checking and fixing.

@moishethebeadle:
A couple of months is optismistic, seeing as how it's taken this long so far. I would think a truly workable, decently optimised, fixed navmesh would be towards the end of the year. But! an .esm that others can use to test other parts of skyblivion, such as quests and AI could definitely be a few months away.

@LostJak:
I'm not sure about all the worldspaces having their first pass done before the .esm merge, that's a nice optismistic target though! We can just smash together what we have and pass it out so people working on the project have a baseline .esm to start working off. You are right though, that mostly all of the interiors should be OK.

I think I haven't expressed myself properly, because that's exactly what I meant hahahah :D You have already answered my question tho. Seems like the .esm will contain what we have til then, and that's awesome, because a lot has been done so far (specially cities, that are close to 100% in both worldspaces and interiors), and there will be even more til the end of the month. =]

You need to organize merging and conflict resolution of navmeshes between yourself somehow. There is no chance I will be collecting, patching conflicts and merging all those plugins myself later, I simply don't have that much time.

You need to organize merging and conflict resolution of navmeshes between yourself somehow. There is no chance I will be collecting, patching conflicts and merging all those plugins myself later, I simply don't have that much time.

@Devolved You are a beast, man. I thought you were still at around 20% in Area 6. And you have already claimed another. Good job!

@Rejectedblueapp These are great news =) It's curious how both of our HDDs have fried this week. Luckily you've managed to save your work and I've managed to save mine with Tamriel Area 7. I've already checked and fixed your interiors. Just some triangle rearranging and finalizing here and there. The overall looks plain fine. I've checked the three worldspaces and they all look good too. KvatchPlaza has a small area unmeshed, but it will be quick to do it. I will fix these three later, upload your fixed .esp here and attach it on the spreadsheet when I'm done.

@Zilav, i'll take the responsibility for the merging and bug fixing, although i may need a pointer or two from you as I know you are the guru on such things. My xedit and CK skills should be enough for this. I know you have other shit to worry about. This current group we have doing the navmeshing are strangely highly motivated, after some sort of workable navmesh i'm sure you can offload other work to us like the NPC face gen or bugfixing.

@LostJak. I'm not a best, it's just summer here at work :P Shhhhh ....

Okay, I've just finished fixing Rejectedblueapp's esp. All the interiors were checked and fixed, and the same goes for the TES4KvatchEast, TES4KvatchEntrance and TES4KvatchPlaza worldspaces. Triangles rearranged, cells connected and finalized and unmeshed areas now meshed (including the water surrounding the castle in KvatchPlaza). Thanks again for your work Rejectedblueapp! I'll link the fixed .esp to the spreadsheet.

674 cells were meshed out of 823 'supposed' cells (as before, the unmeshed cells to the right are unmeshable due to >45 degrees terrain). I am also attaching two pics showing which cells were meshed and the preferred path web that I've made in this area, for anyone who's interested in taking a look.

I've spent the last hours path testing the whole preferred path that I've made, and I've also tested it ingame with Lydia, and it seemed pretty good. Everyone is welcome to try it out ingame, again =P

@Zilav: "Oh god, 14MB for one area. Preferred pathing looks awesome"
With some decent attention to optmisation we can reduce the landscape navmeshing by about 1/3

Loading the current .esm I have made doesn't cause any issues for me at the moment whilst playing though. Opening it in the CK might be a problem in then end but we'll have to see when we come to the merge.

Just finished area 1 - done 554 cells with preferred pathing to cities on the road, in which I specifically made sure to decrease the number of triangles as much as possible. ESP is clear of errors and islands (as far as I'm aware anyway) so about as clean as I could make it without spending far more time on it than I think is worth for now.

I'd love to assist in navmeshing. While I'm certainly not an expert, I have a decent grasp of the concept and enjoy doing it. I realise my profile suggests I recently came across this project but I've been following it for quite a while now. I only just created a profile because I came across this thread and wanted to help. I would like to work on claim 5 if that's still available.

Imperial City interiors are split up. There are 8 claims in total to be taken: TES4ICElvenGardens, TES4ICMarketDistrict, TES4ICTalosPlaza, TES4ICTempleDistrict, TES4ICWaterfront, TES4ICArcaneUniversity+Arena, TES4ICImperialLegion+TES4ICPalace and TES4ICImperialDungeon+TES4ICImperialSewer.

Now we only have Cyrodiil Non-cities interiors left for splitting, which is being done by Harrock, and we'll have every Skyblivion interior up to be claimed.

Once again, there's a picture inside each archive telling which interiors should be navmeshed in the respective claim. I am also linking them to the spreadsheet.

Here are my navmeshed test cells. I hope my navmeshing skills are good enough because I'm a beginner at navmeshing. The settlement was navmeshed by hand and the cave navmesh was auto-generated and fixed. There may be some small errors in the cave navmesh because I didn't have the time to review it today. I could do that tomorrow if it is wanted. Also, I didn't test the navmeshes very long because they are just test cells. Of course I'd do that for Skyblivion cells.

Attached are the Cyrodiil wilderness interiors split into different catagories. Thanks to LostJak for splitting the oblivion caves into 2 different esps to make it a bit easier to handle. From what I've seen of the meshes, they are actually not too bad at all so big lists shouldn't be too intimidating!

Each rar file contains the esp, along with a .txt list of what needs doing and a png as well.

I've split up the autogenned Ayleid Ruins into three parts (each one with around 35 interiors) so it's even easier to take claims for fixing. I'll do the same for the Caves, Forts and Mines and will be updating this post as I split them up. I'm attaching the Settlements (claimed by Harrock), Oblivion Planes, Ayleid Ruins and Quests Interiors to the spreadsheet for now.

Edit: Caves are split into five parts (each one with 36~37 interiors - the total is 183). Forts (96) and Mines (47) also split.

I've also checked all the cities interiors in TES5Edit. I've cleaned the Imperial City interiors claims' Navigation Mesh Info Map, as it had info about all sorts of interiors that had nothing to do with IC, making the files bigger, and already re-uploaded them in the old post. Anvil interiors esp had around 30 non-Anvil interiors meshed, making the file much bigger than it should be, so I've deleted them and they will no longer conflict with other interiors. Chorrol interiors and Skingrad esps had tons of info conflicting with Skyblivion.esm because they were meshed by Enter_77 and Grimweeder a long time ago, so they were probably using an older release, so things such as the music names in the esps were the old ones (as it can be seen here). I've fixed it and now Oblivion music will be played inside these interiors. Kvatch navmeshes esp had Objects Boundaries changed, so I've fixed that too. Already attached them all to the spreadsheet.

TLDR: Some issues in IC, Anvil and Chorrol interiors esps, Kvatch and Skingrad esps were fixed through TES5Edit.

Now that we have the cities worldspaces 100% I plan on going through all of them checking one more time for errors such as misconnected and overlapping triangles, unmeshed door/chairmarkers, and improving the meshes so we have more walkable areas and NPCs can take more diverse paths. I've already checked and improved some IC districts. I'll upload them when I'm done with the IC worldspaces esps.

I've revamped all the Imperial City worldspaces, checking for overlapping and misconnected triangles, unmeshed door/chair/bed markers or any unmeshed areas at all, tried to get more neat triangles where I could, fixed water meshes and doormarkers position, path tested and tested them ingame. Comparison pics can be seen here.

Merged the revamped IC worldspaces so we have one esp for the Imperial City.

Finished meshing Shivering Isles settlements, which means the only interiors of the Shivering Isles DLC left to be navmeshed are dungeons.

Meshed the New Sheoth Palace. The whole New Sheoth city is meshed now, including all the worldspaces and interiors.

Fixed VirtualViper1's work on IC Market District interiors, removing too small triangles and narrow paths and moving the doormarkers closer to the doors. Thanks for the work, Viper!

Checked Tamriel Claim areas 1, 7, 8, 9 and 10 in TES5Edit. Removed all the navmesh islands. Harrock had already removed most from 1 and 8, so it was quicker with these two.

In Area 1, fixed a little of Anvil docks area, getting the preferred pathing completed, meshing doormarkers that were unmeshed, moving them closer to doors, and improving the triangles along staircases and other important paths such as the one that leads to the Lighthouse.

Areas 7, 8, 9 and 10 are now merged in one esp. Almost half of Tamriel worldspace is walkable by NPCs now. In this merged version, I have fixed issues with areas 8 and 10. Area 8 lacks of preferred pathing along most of the mainroad, so I've done it, and some bridges that cross the water also don't have meshes - got them meshed. Area 10 has 2 unmeshed cells along the borders with 8 - also got them meshed, and it has meshes inside and on top Leyawiin walls - got them removed. All the meshed cells contained in this esp and the preferred pathing done for Area 8 in this merge can be seen in this map.

I did a claim areas' map for Shivering Isles a while ago, thought of getting it uploaded already. We are close to get Tamriel worldspace meshed, so when it's done, we can move on to Shivering Isles =)

I thought of merging Area 6 too, but there were too many unfinalized cells and TES5Edit would point out parts of the preferred pathing as navmesh islands because of that, so I thought it would be better to wait for Devolved or someone else to path test the mainroad before someone attempts to get it merged. The files will be on the spreadsheet.

Edit: Found some weird issues with followers going into interiors by themselves in the merged version of the Imperial City. I've reset the navmesh map in TES5Edit and it seems to have solved the problem. Thanks again for helping me out with testing all the districts ingame, Viper! If I find any other issues I'll be updating the post with the new files.

Thanks zilav! I do think we've been having some really good progress in navmeshing aswell. Cities will be 100% soon enough and then we can focus on Cyrodiil and Shivering Isles dungeons. When do you think we could have NPCs AI implemented ingame so we can see walking citizens doing their things? Maybe when the last 3 Tamriel worldspace areas are finally meshed?

I don't have experience with it, but I would really like to get started with testing the AI plugin as all these weeks navmeshing have been for this and I am sure I speak for some other active members of Skyblivion development aswell. I think we could get a hand on helping out with fixing too if instructions are given. Are dialogues included in the plugin?

@zilav Well, I can't wait to see dialogues and quests aswell! Having the AI packages already is really good.

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I've finished navmeshing Area 3 of Shivering Isles worldspace. Around 330 meshed cells... I guess? Path tested the preferred path along the mainroad in CK, fixing spots where it was broken, and tested it for a while ingame. I've also removed the navmesh islands in TES5Edit. I'm uploading my work on the TES4ICImperialLegion+TES4ICImperialPalace interiors too.

Still checking and fixing Viper's work on TES4ImperialDungeon+TES4ImperialSewer for now.